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Paths of Legend: Resurrection
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<blockquote data-quote="KirayaTiDrekan" data-source="post: 6342862" data-attributes="member: 6755061"><p>Hehe, I forgot how inquisitive you were...</p><p></p><p></p><p></p><p>Azgund used to be a kingdom with a king, until about 500 years ago (the calendar is measured from the crowning of the first king of Azgund). After an uprisal against a tyrannical king, the Tournaments were put into place. Every four years, a competition is held outside the capital, with every citizen allowed to participate. The prizes are lordships, either of existing baronies if the old lord has stepped down or dies, or new areas recently opened up exploration and land claims. Also, the House of Lords will sometimes vote to force a lord to enter the tournaments to defend their title, though this usually only happens if the lord has been deemed incompetent. The House of Commons judges all the events. There is no sovereign so governing of the nation is handled by the House of Lords, with input from the House of Commons. </p><p></p><p></p><p></p><p>Anyone who is a citizen of Azgund can compete in the tournaments and hold a seat in the House of Lords. There have been dwarf lords, half-elf lords, elf lords, and even a half-celestial at one point. Becoming a citizen is not terribly difficult either, the easiest route being via the Adventurer's Guild.</p><p></p><p></p><p></p><p>The Church of the Healing Light is the most common faith. In the 1140s, a group known as The Ten ascended to godhood during the Shadow War. The Lord and Lady of Shadow, the most popular among The Ten, have since risen to prominence in Azgund, with a grand temple in the County of Guare. The Healing Light has resisted the influence of The Ten and has used its influence in the House of Lords to impose restrictions on their worship. This has not done anything to deter the faithful of the new gods, however. There is also a schism within the Healing Light itself with the more open-minded healers being at odds with the more militant Order of Illumination, who take an active and militant role in combatting evil (and have a reputation for being overzealous at times).</p><p></p><p></p><p></p><p>In 1152 the Arcane Academy was established in the capital, a center for magical learning, created, in part, to give Azgund magical might approaching that of the Empire of Thune, which is ruled by wizards. Because of Thune's abuse of magical power, arcane magic is still distrusted and feared by many common folk, but the presence of the Arcane Academy has done much to lessen those fears in recent years.</p></blockquote><p></p>
[QUOTE="KirayaTiDrekan, post: 6342862, member: 6755061"] Hehe, I forgot how inquisitive you were... Azgund used to be a kingdom with a king, until about 500 years ago (the calendar is measured from the crowning of the first king of Azgund). After an uprisal against a tyrannical king, the Tournaments were put into place. Every four years, a competition is held outside the capital, with every citizen allowed to participate. The prizes are lordships, either of existing baronies if the old lord has stepped down or dies, or new areas recently opened up exploration and land claims. Also, the House of Lords will sometimes vote to force a lord to enter the tournaments to defend their title, though this usually only happens if the lord has been deemed incompetent. The House of Commons judges all the events. There is no sovereign so governing of the nation is handled by the House of Lords, with input from the House of Commons. Anyone who is a citizen of Azgund can compete in the tournaments and hold a seat in the House of Lords. There have been dwarf lords, half-elf lords, elf lords, and even a half-celestial at one point. Becoming a citizen is not terribly difficult either, the easiest route being via the Adventurer's Guild. The Church of the Healing Light is the most common faith. In the 1140s, a group known as The Ten ascended to godhood during the Shadow War. The Lord and Lady of Shadow, the most popular among The Ten, have since risen to prominence in Azgund, with a grand temple in the County of Guare. The Healing Light has resisted the influence of The Ten and has used its influence in the House of Lords to impose restrictions on their worship. This has not done anything to deter the faithful of the new gods, however. There is also a schism within the Healing Light itself with the more open-minded healers being at odds with the more militant Order of Illumination, who take an active and militant role in combatting evil (and have a reputation for being overzealous at times). In 1152 the Arcane Academy was established in the capital, a center for magical learning, created, in part, to give Azgund magical might approaching that of the Empire of Thune, which is ruled by wizards. Because of Thune's abuse of magical power, arcane magic is still distrusted and feared by many common folk, but the presence of the Arcane Academy has done much to lessen those fears in recent years. [/QUOTE]
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